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  • # Copyright 2018-2019 The glTF-Blender-IO authors.
    #
    # Licensed under the Apache License, Version 2.0 (the "License");
    # you may not use this file except in compliance with the License.
    # You may obtain a copy of the License at
    #
    #     http://www.apache.org/licenses/LICENSE-2.0
    #
    # Unless required by applicable law or agreed to in writing, software
    # distributed under the License is distributed on an "AS IS" BASIS,
    # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    # See the License for the specific language governing permissions and
    # limitations under the License.
    
    bl_info = {
        'name': 'glTF 2.0 format',
    
        'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
    
        'blender': (2, 90, 0),
        'location': 'File > Import-Export',
        'description': 'Import-Export as glTF 2.0',
        'warning': '',
        'doc_url': "{BLENDER_MANUAL_URL}/addons/import_export/scene_gltf2.html",
        'tracker_url': "https://github.com/KhronosGroup/glTF-Blender-IO/issues/",
        'support': 'OFFICIAL',
        'category': 'Import-Export',
    }
    
    def get_version_string():
        return str(bl_info['version'][0]) + '.' + str(bl_info['version'][1]) + '.' + str(bl_info['version'][2])
    
    #
    # Script reloading (if the user calls 'Reload Scripts' from Blender)
    #
    
    def reload_package(module_dict_main):
        import importlib
        from pathlib import Path
    
        def reload_package_recursive(current_dir, module_dict):
            for path in current_dir.iterdir():
                if "__init__" in str(path) or path.stem not in module_dict:
                    continue
    
                if path.is_file() and path.suffix == ".py":
                    importlib.reload(module_dict[path.stem])
                elif path.is_dir():
                    reload_package_recursive(path, module_dict[path.stem].__dict__)
    
        reload_package_recursive(Path(__file__).parent, module_dict_main)
    
    
    if "bpy" in locals():
        reload_package(locals())
    
    import bpy
    from bpy.props import (StringProperty,
                           BoolProperty,
                           EnumProperty,
                           IntProperty,
                           CollectionProperty)
    from bpy.types import Operator
    from bpy_extras.io_utils import ImportHelper, ExportHelper
    
    
    #
    #  Functions / Classes.
    #
    
    extension_panel_unregister_functors = []
    
    
    
    def on_export_format_changed(self, context):
        # Update the file extension when the format (.glb/.gltf) changes
        sfile = context.space_data
        operator = sfile.active_operator
        if operator.bl_idname != "EXPORT_SCENE_OT_gltf":
            return
        if operator.check(context):
            # Weird hack to force the filepicker to notice filename changed
            from os.path import basename
            filepath = operator.filepath
            bpy.ops.file.filenum(increment=-1)
            if basename(operator.filepath) != basename(filepath):
                bpy.ops.file.filenum(increment=1)
    
    
    
    class ExportGLTF2_Base:
        # TODO: refactor to avoid boilerplate
    
        def __init__(self):
            from io_scene_gltf2.io.exp import gltf2_io_draco_compression_extension
            self.is_draco_available = gltf2_io_draco_compression_extension.dll_exists()
    
        bl_options = {'PRESET'}
    
        export_format: EnumProperty(
            name='Format',
            items=(('GLB', 'glTF Binary (.glb)',
                    'Exports a single file, with all data packed in binary form. '
                    'Most efficient and portable, but more difficult to edit later'),
                   ('GLTF_EMBEDDED', 'glTF Embedded (.gltf)',
                    'Exports a single file, with all data packed in JSON. '
                    'Less efficient than binary, but easier to edit later'),
                   ('GLTF_SEPARATE', 'glTF Separate (.gltf + .bin + textures)',
                    'Exports multiple files, with separate JSON, binary and texture data. '
                    'Easiest to edit later')),
            description=(
                'Output format and embedding options. Binary is most efficient, '
                'but JSON (embedded or separate) may be easier to edit later'
            ),
    
            default='GLB',
            update=on_export_format_changed,
    
        )
    
        ui_tab: EnumProperty(
            items=(('GENERAL', "General", "General settings"),
                   ('MESHES', "Meshes", "Mesh settings"),
                   ('OBJECTS', "Objects", "Object settings"),
                   ('ANIMATION', "Animation", "Animation settings")),
            name="ui_tab",
            description="Export setting categories",
        )
    
        export_copyright: StringProperty(
            name='Copyright',
            description='Legal rights and conditions for the model',
            default=''
        )
    
        export_image_format: EnumProperty(
            name='Images',
            items=(('AUTO', 'Automatic',
    
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    Julien Duroure committed
                    'Save PNGs as PNGs and JPEGs as JPEGs. '
    
                    'If neither one, use PNG'),
                    ('JPEG', 'JPEG Format (.jpg)',
    
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    Julien Duroure committed
                    'Save images as JPEGs. (Images that need alpha are saved as PNGs though.) '
    
                    'Be aware of a possible loss in quality'),
                   ),
            description=(
                'Output format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web '
                'applications due to the smaller file size'
            ),
            default='AUTO'
        )
    
        export_texture_dir: StringProperty(
            name='Textures',
            description='Folder to place texture files in. Relative to the .gltf file',
            default='',
        )
    
        export_texcoords: BoolProperty(
            name='UVs',
            description='Export UVs (texture coordinates) with meshes',
            default=True
        )
    
        export_normals: BoolProperty(
            name='Normals',
            description='Export vertex normals with meshes',
            default=True
        )
    
        export_draco_mesh_compression_enable: BoolProperty(
            name='Draco mesh compression',
            description='Compress mesh using Draco',
            default=False
        )
    
        export_draco_mesh_compression_level: IntProperty(
            name='Compression level',
            description='Compression level (0 = most speed, 6 = most compression, higher values currently not supported)',
            default=6,
            min=0,
            max=6
        )
    
        export_draco_position_quantization: IntProperty(
            name='Position quantization bits',
            description='Quantization bits for position values (0 = no quantization)',
            default=14,
            min=0,
            max=30
        )
    
        export_draco_normal_quantization: IntProperty(
            name='Normal quantization bits',
            description='Quantization bits for normal values (0 = no quantization)',
            default=10,
            min=0,
            max=30
        )
    
        export_draco_texcoord_quantization: IntProperty(
            name='Texcoord quantization bits',
            description='Quantization bits for texture coordinate values (0 = no quantization)',
            default=12,
            min=0,
            max=30
        )
    
        export_draco_generic_quantization: IntProperty(
            name='Generic quantization bits',
            description='Quantization bits for generic coordinate values like weights or joints (0 = no quantization)',
            default=12,
            min=0,
            max=30
        )
    
        export_tangents: BoolProperty(
            name='Tangents',
            description='Export vertex tangents with meshes',
            default=False
        )
    
    
        export_materials: EnumProperty(
    
            name='Materials',
    
            items=(('EXPORT', 'Export',
            'Export all materials used by included objects'),
            ('PLACEHOLDER', 'Placeholder',
            'Do not export materials, but write multiple primitive groups per mesh, keeping material slot information'),
            ('NONE', 'No export',
            'Do not export materials, and combine mesh primitive groups, losing material slot information')),
            description='Export materials ',
            default='EXPORT'
    
        )
    
        export_colors: BoolProperty(
            name='Vertex Colors',
            description='Export vertex colors with meshes',
            default=True
        )
    
        export_cameras: BoolProperty(
            name='Cameras',
            description='Export cameras',
            default=False
        )
    
        # keep it for compatibility (for now)
        export_selected: BoolProperty(
            name='Selected Objects',
            description='Export selected objects only',
            default=False
        )
    
        use_selection: BoolProperty(
            name='Selected Objects',
            description='Export selected objects only',
            default=False
        )
    
        export_extras: BoolProperty(
            name='Custom Properties',
            description='Export custom properties as glTF extras',
            default=False
        )
    
        export_yup: BoolProperty(
            name='+Y Up',
            description='Export using glTF convention, +Y up',
            default=True
        )
    
        export_apply: BoolProperty(
            name='Apply Modifiers',
            description='Apply modifiers (excluding Armatures) to mesh objects -'
                        'WARNING: prevents exporting shape keys',
            default=False
        )
    
        export_animations: BoolProperty(
            name='Animations',
            description='Exports active actions and NLA tracks as glTF animations',
            default=True
        )
    
        export_frame_range: BoolProperty(
            name='Limit to Playback Range',
            description='Clips animations to selected playback range',
            default=True
        )
    
        export_frame_step: IntProperty(
            name='Sampling Rate',
            description='How often to evaluate animated values (in frames)',
            default=1,
            min=1,
            max=120
        )
    
        export_force_sampling: BoolProperty(
            name='Always Sample Animations',
            description='Apply sampling to all animations',
            default=True
        )
    
        export_nla_strips: BoolProperty(
            name='Group by NLA Track',
            description=(
    
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                "When on, multiple actions become part of the same glTF animation if "
                "they're pushed onto NLA tracks with the same name. "
    
                "When off, all the currently assigned actions become one glTF animation"
            ),
            default=True
        )
    
        export_def_bones: BoolProperty(
            name='Export Deformation Bones Only',
            description='Export Deformation bones only (and needed bones for hierarchy)',
            default=False
        )
    
        export_current_frame: BoolProperty(
            name='Use Current Frame',
            description='Export the scene in the current animation frame',
            default=False
        )
    
        export_skins: BoolProperty(
            name='Skinning',
            description='Export skinning (armature) data',
            default=True
        )
    
        export_all_influences: BoolProperty(
            name='Include All Bone Influences',
            description='Allow >4 joint vertex influences. Models may appear incorrectly in many viewers',
            default=False
        )
    
        export_morph: BoolProperty(
            name='Shape Keys',
            description='Export shape keys (morph targets)',
            default=True
        )
    
        export_morph_normal: BoolProperty(
            name='Shape Key Normals',
            description='Export vertex normals with shape keys (morph targets)',
            default=True
        )
    
        export_morph_tangent: BoolProperty(
            name='Shape Key Tangents',
            description='Export vertex tangents with shape keys (morph targets)',
            default=False
        )
    
        export_lights: BoolProperty(
            name='Punctual Lights',
            description='Export directional, point, and spot lights. '
                        'Uses "KHR_lights_punctual" glTF extension',
            default=False
        )
    
        export_displacement: BoolProperty(
            name='Displacement Textures (EXPERIMENTAL)',
            description='EXPERIMENTAL: Export displacement textures. '
                        'Uses incomplete "KHR_materials_displacement" glTF extension',
            default=False
        )
    
        will_save_settings: BoolProperty(
            name='Remember Export Settings',
            description='Store glTF export settings in the Blender project',
            default=False)
    
        # Custom scene property for saving settings
        scene_key = "glTF2ExportSettings"
    
        #
    
    
        def check(self, _context):
            # Ensure file extension matches format
            import os
            filename = os.path.basename(self.filepath)
            if filename:
                filepath = self.filepath
                desired_ext = '.glb' if self.export_format == 'GLB' else '.gltf'
    
                stem, ext = os.path.splitext(filename)
                if stem.startswith('.') and not ext:
                    stem, ext = '', stem
    
                ext_lower = ext.lower()
                if ext_lower not in ['.glb', '.gltf']:
                    filepath = filepath + desired_ext
                elif ext_lower != desired_ext:
                    filepath = filepath[:-len(ext)]  # strip off ext
                    filepath += desired_ext
    
                if filepath != self.filepath:
                    self.filepath = filepath
                    return True
    
            return False
    
    
        def invoke(self, context, event):
            settings = context.scene.get(self.scene_key)
            self.will_save_settings = False
            if settings:
                try:
                    for (k, v) in settings.items():
                        if k == "export_selected": # Back compatibility for export_selected --> use_selection
                            setattr(self, "use_selection", v)
                            del settings[k]
                            settings["use_selection"] = v
                            print("export_selected is now renamed use_selection, and will be deleted in a few release")
                        else:
                            setattr(self, k, v)
                    self.will_save_settings = True
    
                except (AttributeError, TypeError):
                    self.report({"ERROR"}, "Loading export settings failed. Removed corrupted settings")
                    del context.scene[self.scene_key]
    
            import sys
            preferences = bpy.context.preferences
            for addon_name in preferences.addons.keys():
                try:
                    if hasattr(sys.modules[addon_name], 'glTF2ExportUserExtension') or hasattr(sys.modules[addon_name], 'glTF2ExportUserExtensions'):
                        extension_panel_unregister_functors.append(sys.modules[addon_name].register_panel())
                except Exception:
                    pass
    
    
            self.has_active_extenions = len(extension_panel_unregister_functors) > 0
    
            return ExportHelper.invoke(self, context, event)
    
        def save_settings(self, context):
            # find all export_ props
            all_props = self.properties
            export_props = {x: getattr(self, x) for x in dir(all_props)
    
                            if (x.startswith("export_") or x == "use_selection") and all_props.get(x) is not None}
    
    
            context.scene[self.scene_key] = export_props
    
        def execute(self, context):
            import os
            import datetime
            from .blender.exp import gltf2_blender_export
    
            if self.will_save_settings:
                self.save_settings(context)
    
    
            self.check(context)  # ensure filepath has the right extension
    
    
            # All custom export settings are stored in this container.
            export_settings = {}
    
            export_settings['timestamp'] = datetime.datetime.now()
    
    
            export_settings['gltf_filepath'] = self.filepath
    
            export_settings['gltf_filedirectory'] = os.path.dirname(export_settings['gltf_filepath']) + '/'
            export_settings['gltf_texturedirectory'] = os.path.join(
                export_settings['gltf_filedirectory'],
                self.export_texture_dir,
            )
    
            export_settings['gltf_format'] = self.export_format
            export_settings['gltf_image_format'] = self.export_image_format
            export_settings['gltf_copyright'] = self.export_copyright
            export_settings['gltf_texcoords'] = self.export_texcoords
            export_settings['gltf_normals'] = self.export_normals
            export_settings['gltf_tangents'] = self.export_tangents and self.export_normals
    
            if self.is_draco_available:
                export_settings['gltf_draco_mesh_compression'] = self.export_draco_mesh_compression_enable
                export_settings['gltf_draco_mesh_compression_level'] = self.export_draco_mesh_compression_level
                export_settings['gltf_draco_position_quantization'] = self.export_draco_position_quantization
                export_settings['gltf_draco_normal_quantization'] = self.export_draco_normal_quantization
                export_settings['gltf_draco_texcoord_quantization'] = self.export_draco_texcoord_quantization
                export_settings['gltf_draco_generic_quantization'] = self.export_draco_generic_quantization
            else:
                export_settings['gltf_draco_mesh_compression'] = False
    
            export_settings['gltf_materials'] = self.export_materials
            export_settings['gltf_colors'] = self.export_colors
            export_settings['gltf_cameras'] = self.export_cameras
    
            # compatibility after renaming export_selected to use_selection
            if self.export_selected is True:
                self.report({"WARNING"}, "export_selected is now renamed use_selection, and will be deleted in a few release")
                export_settings['gltf_selected'] = self.export_selected
            else:
                export_settings['gltf_selected'] = self.use_selection
    
            # export_settings['gltf_selected'] = self.use_selection This can be uncomment when removing compatibility of export_selected
            export_settings['gltf_layers'] = True  # self.export_layers
            export_settings['gltf_extras'] = self.export_extras
            export_settings['gltf_yup'] = self.export_yup
            export_settings['gltf_apply'] = self.export_apply
            export_settings['gltf_current_frame'] = self.export_current_frame
            export_settings['gltf_animations'] = self.export_animations
            if self.export_animations:
                export_settings['gltf_frame_range'] = self.export_frame_range
                export_settings['gltf_force_sampling'] = self.export_force_sampling
                if self.export_force_sampling:
                    export_settings['gltf_def_bones'] = self.export_def_bones
                else:
                    export_settings['gltf_def_bones'] = False
                export_settings['gltf_nla_strips'] = self.export_nla_strips
            else:
                export_settings['gltf_frame_range'] = False
                export_settings['gltf_move_keyframes'] = False
                export_settings['gltf_force_sampling'] = False
                export_settings['gltf_def_bones'] = False
            export_settings['gltf_skins'] = self.export_skins
            if self.export_skins:
                export_settings['gltf_all_vertex_influences'] = self.export_all_influences
            else:
                export_settings['gltf_all_vertex_influences'] = False
            export_settings['gltf_frame_step'] = self.export_frame_step
            export_settings['gltf_morph'] = self.export_morph
            if self.export_morph:
                export_settings['gltf_morph_normal'] = self.export_morph_normal
            else:
                export_settings['gltf_morph_normal'] = False
            if self.export_morph and self.export_morph_normal:
                export_settings['gltf_morph_tangent'] = self.export_morph_tangent
            else:
                export_settings['gltf_morph_tangent'] = False
    
            export_settings['gltf_lights'] = self.export_lights
            export_settings['gltf_displacement'] = self.export_displacement
    
            export_settings['gltf_binary'] = bytearray()
    
            export_settings['gltf_binaryfilename'] = (
                os.path.splitext(os.path.basename(self.filepath))[0] + '.bin'
            )
    
    
            user_extensions = []
    
            pre_export_callbacks = []
            post_export_callbacks = []
    
    
            import sys
            preferences = bpy.context.preferences
            for addon_name in preferences.addons.keys():
                try:
                    module = sys.modules[addon_name]
                except Exception:
                    continue
                if hasattr(module, 'glTF2ExportUserExtension'):
                    extension_ctor = module.glTF2ExportUserExtension
                    user_extensions.append(extension_ctor())
                if hasattr(module, 'glTF2ExportUserExtensions'):
                    extension_ctors = module.glTF2ExportUserExtensions
                    for extension_ctor in extension_ctors:
                        user_extensions.append(extension_ctor())
    
                if hasattr(module, 'glTF2_pre_export_callback'):
                    pre_export_callbacks.append(module.glTF2_pre_export_callback)
                if hasattr(module, 'glTF2_post_export_callback'):
                    post_export_callbacks.append(module.glTF2_post_export_callback)
    
            export_settings['gltf_user_extensions'] = user_extensions
    
            export_settings['pre_export_callbacks'] = pre_export_callbacks
            export_settings['post_export_callbacks'] = post_export_callbacks
    
    
            return gltf2_blender_export.save(context, export_settings)
    
        def draw(self, context):
            pass # Is needed to get panels available
    
    
    class GLTF_PT_export_main(bpy.types.Panel):
        bl_space_type = 'FILE_BROWSER'
        bl_region_type = 'TOOL_PROPS'
        bl_label = ""
        bl_parent_id = "FILE_PT_operator"
        bl_options = {'HIDE_HEADER'}
    
        @classmethod
        def poll(cls, context):
            sfile = context.space_data
            operator = sfile.active_operator
    
            return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
    
        def draw(self, context):
            layout = self.layout
            layout.use_property_split = True
            layout.use_property_decorate = False  # No animation.
    
            sfile = context.space_data
            operator = sfile.active_operator
    
            layout.prop(operator, 'export_format')
            if operator.export_format == 'GLTF_SEPARATE':
                layout.prop(operator, 'export_texture_dir', icon='FILE_FOLDER')
            layout.prop(operator, 'export_copyright')
            layout.prop(operator, 'will_save_settings')
    
    
    class GLTF_PT_export_include(bpy.types.Panel):
        bl_space_type = 'FILE_BROWSER'
        bl_region_type = 'TOOL_PROPS'
        bl_label = "Include"
        bl_parent_id = "FILE_PT_operator"
        bl_options = {'DEFAULT_CLOSED'}
    
        @classmethod
        def poll(cls, context):
            sfile = context.space_data
            operator = sfile.active_operator
    
            return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
    
        def draw(self, context):
            layout = self.layout
            layout.use_property_split = True
            layout.use_property_decorate = False  # No animation.
    
            sfile = context.space_data
            operator = sfile.active_operator
    
            col = layout.column(heading = "Limit to", align = True)
            col.prop(operator, 'use_selection')
    
            col = layout.column(heading = "Data", align = True)
            col.prop(operator, 'export_extras')
            col.prop(operator, 'export_cameras')
            col.prop(operator, 'export_lights')
    
    
    class GLTF_PT_export_transform(bpy.types.Panel):
        bl_space_type = 'FILE_BROWSER'
        bl_region_type = 'TOOL_PROPS'
        bl_label = "Transform"
        bl_parent_id = "FILE_PT_operator"
        bl_options = {'DEFAULT_CLOSED'}
    
        @classmethod
        def poll(cls, context):
            sfile = context.space_data
            operator = sfile.active_operator
    
            return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
    
        def draw(self, context):
            layout = self.layout
            layout.use_property_split = True
            layout.use_property_decorate = False  # No animation.
    
            sfile = context.space_data
            operator = sfile.active_operator
    
            layout.prop(operator, 'export_yup')
    
    
    class GLTF_PT_export_geometry(bpy.types.Panel):
        bl_space_type = 'FILE_BROWSER'
        bl_region_type = 'TOOL_PROPS'
        bl_label = "Geometry"
        bl_parent_id = "FILE_PT_operator"
        bl_options = {'DEFAULT_CLOSED'}
    
        @classmethod
        def poll(cls, context):
            sfile = context.space_data
            operator = sfile.active_operator
    
            return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
    
        def draw(self, context):
            layout = self.layout
            layout.use_property_split = True
            layout.use_property_decorate = False  # No animation.
    
            sfile = context.space_data
            operator = sfile.active_operator
    
            layout.prop(operator, 'export_apply')
            layout.prop(operator, 'export_texcoords')
            layout.prop(operator, 'export_normals')
            col = layout.column()
            col.active = operator.export_normals
            col.prop(operator, 'export_tangents')
            layout.prop(operator, 'export_colors')
            layout.prop(operator, 'export_materials')
            col = layout.column()
    
            col.active = operator.export_materials == "EXPORT"
    
            col.prop(operator, 'export_image_format')
    
    
    class GLTF_PT_export_geometry_compression(bpy.types.Panel):
        bl_space_type = 'FILE_BROWSER'
        bl_region_type = 'TOOL_PROPS'
        bl_label = "Compression"
        bl_parent_id = "GLTF_PT_export_geometry"
        bl_options = {'DEFAULT_CLOSED'}
    
        def __init__(self):
            from io_scene_gltf2.io.exp import gltf2_io_draco_compression_extension
            self.is_draco_available = gltf2_io_draco_compression_extension.dll_exists(quiet=True)
    
        @classmethod
        def poll(cls, context):
            sfile = context.space_data
            operator = sfile.active_operator
            if operator.is_draco_available:
                return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
    
        def draw_header(self, context):
            sfile = context.space_data
            operator = sfile.active_operator
            self.layout.prop(operator, "export_draco_mesh_compression_enable", text="")
    
        def draw(self, context):
            layout = self.layout
            layout.use_property_split = True
            layout.use_property_decorate = False  # No animation.
    
            sfile = context.space_data
            operator = sfile.active_operator
    
            layout.active = operator.export_draco_mesh_compression_enable
            layout.prop(operator, 'export_draco_mesh_compression_level')
    
            col = layout.column(align=True)
            col.prop(operator, 'export_draco_position_quantization', text="Quantize Position")
            col.prop(operator, 'export_draco_normal_quantization', text="Normal")
            col.prop(operator, 'export_draco_texcoord_quantization', text="Tex Coords")
            col.prop(operator, 'export_draco_generic_quantization', text="Generic")
    
    
    class GLTF_PT_export_animation(bpy.types.Panel):
        bl_space_type = 'FILE_BROWSER'
        bl_region_type = 'TOOL_PROPS'
        bl_label = "Animation"
        bl_parent_id = "FILE_PT_operator"
        bl_options = {'DEFAULT_CLOSED'}
    
        @classmethod
        def poll(cls, context):
            sfile = context.space_data
            operator = sfile.active_operator
    
            return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
    
        def draw(self, context):
            layout = self.layout
            layout.use_property_split = True
            layout.use_property_decorate = False  # No animation.
    
            sfile = context.space_data
            operator = sfile.active_operator
    
            layout.prop(operator, 'export_current_frame')
    
    
    class GLTF_PT_export_animation_export(bpy.types.Panel):
        bl_space_type = 'FILE_BROWSER'
        bl_region_type = 'TOOL_PROPS'
        bl_label = "Animation"
        bl_parent_id = "GLTF_PT_export_animation"
        bl_options = {'DEFAULT_CLOSED'}
    
        @classmethod
        def poll(cls, context):
            sfile = context.space_data
            operator = sfile.active_operator
    
            return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
    
        def draw_header(self, context):
            sfile = context.space_data
            operator = sfile.active_operator
            self.layout.prop(operator, "export_animations", text="")
    
        def draw(self, context):
            layout = self.layout
            layout.use_property_split = True
            layout.use_property_decorate = False  # No animation.
    
            sfile = context.space_data
            operator = sfile.active_operator
    
            layout.active = operator.export_animations
    
            layout.prop(operator, 'export_frame_range')
            layout.prop(operator, 'export_frame_step')
            layout.prop(operator, 'export_force_sampling')
            layout.prop(operator, 'export_nla_strips')
    
            row = layout.row()
            row.active = operator.export_force_sampling
            row.prop(operator, 'export_def_bones')
    
    
    class GLTF_PT_export_animation_shapekeys(bpy.types.Panel):
        bl_space_type = 'FILE_BROWSER'
        bl_region_type = 'TOOL_PROPS'
        bl_label = "Shape Keys"
        bl_parent_id = "GLTF_PT_export_animation"
        bl_options = {'DEFAULT_CLOSED'}
    
        @classmethod
        def poll(cls, context):
            sfile = context.space_data
            operator = sfile.active_operator
    
            return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
    
        def draw_header(self, context):
            sfile = context.space_data
            operator = sfile.active_operator
            self.layout.prop(operator, "export_morph", text="")
    
        def draw(self, context):
            layout = self.layout
            layout.use_property_split = True
            layout.use_property_decorate = False  # No animation.
    
            sfile = context.space_data
            operator = sfile.active_operator
    
            layout.active = operator.export_morph
    
            layout.prop(operator, 'export_morph_normal')
            col = layout.column()
            col.active = operator.export_morph_normal
            col.prop(operator, 'export_morph_tangent')
    
    
    class GLTF_PT_export_animation_skinning(bpy.types.Panel):
        bl_space_type = 'FILE_BROWSER'
        bl_region_type = 'TOOL_PROPS'
        bl_label = "Skinning"
        bl_parent_id = "GLTF_PT_export_animation"
        bl_options = {'DEFAULT_CLOSED'}
    
        @classmethod
        def poll(cls, context):
            sfile = context.space_data
            operator = sfile.active_operator
    
            return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
    
        def draw_header(self, context):
            sfile = context.space_data
            operator = sfile.active_operator
            self.layout.prop(operator, "export_skins", text="")
    
        def draw(self, context):
            layout = self.layout
            layout.use_property_split = True
            layout.use_property_decorate = False  # No animation.
    
            sfile = context.space_data
            operator = sfile.active_operator
    
            layout.active = operator.export_skins
            layout.prop(operator, 'export_all_influences')
    
    class GLTF_PT_export_user_extensions(bpy.types.Panel):
        bl_space_type = 'FILE_BROWSER'
        bl_region_type = 'TOOL_PROPS'
        bl_label = "Extensions"
        bl_parent_id = "FILE_PT_operator"
        bl_options = {'DEFAULT_CLOSED'}
    
        @classmethod
        def poll(cls, context):
            sfile = context.space_data
            operator = sfile.active_operator
    
            return operator.bl_idname == "EXPORT_SCENE_OT_gltf" and operator.has_active_extenions
    
        def draw(self, context):
            layout = self.layout
            layout.use_property_split = True
            layout.use_property_decorate = False  # No animation.
    
    
    class ExportGLTF2(bpy.types.Operator, ExportGLTF2_Base, ExportHelper):
        """Export scene as glTF 2.0 file"""
        bl_idname = 'export_scene.gltf'
        bl_label = 'Export glTF 2.0'
    
        filename_ext = ''
    
        filter_glob: StringProperty(default='*.glb;*.gltf', options={'HIDDEN'})
    
    
    def menu_func_export(self, context):
        self.layout.operator(ExportGLTF2.bl_idname, text='glTF 2.0 (.glb/.gltf)')
    
    
    class ImportGLTF2(Operator, ImportHelper):
        """Load a glTF 2.0 file"""
        bl_idname = 'import_scene.gltf'
        bl_label = 'Import glTF 2.0'
    
        bl_options = {'REGISTER', 'UNDO'}
    
    
        filter_glob: StringProperty(default="*.glb;*.gltf", options={'HIDDEN'})
    
        files: CollectionProperty(
            name="File Path",
            type=bpy.types.OperatorFileListElement,
        )
    
        loglevel: IntProperty(
            name='Log Level',
            description="Log Level")
    
        import_pack_images: BoolProperty(
            name='Pack Images',
            description='Pack all images into .blend file',
            default=True
        )
    
    
        merge_vertices: BoolProperty(
            name='Merge Vertices',
            description=(
                'The glTF format requires discontinuous normals, UVs, and '
                'other vertex attributes to be stored as separate vertices, '
    
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                'as required for rendering on typical graphics hardware. '
                'This option attempts to combine co-located vertices where possible. '
    
                'Currently cannot combine verts with different normals'
            ),
            default=False,
        )
    
    
        import_shading: EnumProperty(
            name="Shading",
            items=(("NORMALS", "Use Normal Data", ""),
                   ("FLAT", "Flat Shading", ""),
                   ("SMOOTH", "Smooth Shading", "")),
            description="How normals are computed during import",
            default="NORMALS")
    
        bone_heuristic: EnumProperty(
            name="Bone Dir",
            items=(
                ("BLENDER", "Blender (best for re-importing)",
    
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                    "Good for re-importing glTFs exported from Blender. "
    
                    "Bone tips are placed on their local +Y axis (in glTF space)"),
                ("TEMPERANCE", "Temperance (average)",
    
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                    "Decent all-around strategy. "
                    "A bone with one child has its tip placed on the local axis "
    
                    "closest to its child"),
                ("FORTUNE", "Fortune (may look better, less accurate)",
    
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                    "Might look better than Temperance, but also might have errors. "
                    "A bone with one child has its tip placed at its child's root. "
    
                    "Non-uniform scalings may get messed up though, so beware"),
            ),
            description="Heuristic for placing bones. Tries to make bones pretty",
            default="TEMPERANCE",
        )
    
        guess_original_bind_pose: BoolProperty(
            name='Guess Original Bind Pose',
            description=(
                'Try to guess the original bind pose for skinned meshes from '
    
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                'the inverse bind matrices. '
    
                'When off, use default/rest pose as bind pose'
            ),
            default=True,
        )
    
        def draw(self, context):
            layout = self.layout
    
            layout.use_property_split = True
            layout.use_property_decorate = False  # No animation.
    
            layout.prop(self, 'import_pack_images')
    
            layout.prop(self, 'merge_vertices')
    
            layout.prop(self, 'import_shading')
            layout.prop(self, 'guess_original_bind_pose')
            layout.prop(self, 'bone_heuristic')
    
        def execute(self, context):
            return self.import_gltf2(context)
    
        def import_gltf2(self, context):
            import os
    
            self.set_debug_log()
            import_settings = self.as_keywords()
    
            if self.files:
                # Multiple file import
                ret = {'CANCELLED'}
                dirname = os.path.dirname(self.filepath)
                for file in self.files:
                    path = os.path.join(dirname, file.name)
                    if self.unit_import(path, import_settings) == {'FINISHED'}:
                        ret = {'FINISHED'}
                return ret
            else:
                # Single file import
                return self.unit_import(self.filepath, import_settings)
    
        def unit_import(self, filename, import_settings):
            import time
            from .io.imp.gltf2_io_gltf import glTFImporter
            from .blender.imp.gltf2_blender_gltf import BlenderGlTF
    
            self.gltf_importer = glTFImporter(filename, import_settings)